S.T.A.L.K.E.R. Q&A on Gamecloud

Brother None

This ghoul has seen it all
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Gamecloud has done an interview with Oleg Yarkovsky of GSC Gameworld about the upcoming S.T.A.L.K.E.R. and, specifically, the how and why of it being so long waited for:<blockquote>Gamecloud - The game itself has gotten a lot of press thanks to the plans to make S.T.A.L.K.E.R. less of a linear experience. How hard is it to make a action game that allows players to follow their own way in the game?

Oleg Yavorsky - It’s tough indeed. Playing the game at presentations I basically never know whether it works out well or not for me, since every time it’s unpredictable. You can imagine what a nightmare it is to test, debug and balance such kind of game. The life simulation is an extremely complex system by itself, but, thankfully, we have mastered the skills of taming it through time.</blockquote>Link: S.T.A.L.K.E.R. Q&A on Gamecloud

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I only hope it's really because they're aiming for nonlinearity and replay value and not just because they've concluded that the graphic is not kewl enough.

Or worse, found bugs as copious as the desert sand.
 
More fabricated tales of an imaginary game.

It’s tough indeed. Pretending to play a prerendered demo at presentations I basically never know whether it works out well or not for me, since Windows Media Player is unpredictable. You can imagine what a nightmare it is to lie to the world about testing, debugging and balancing a non-existent game. 3D Studio MAX is an extremely complex system by itself, but, thankfully, we have mastered the skills of taming it through time.
 
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